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Port Town Aero Dive Analysis

BRoomer
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everything is random. like all of the other tourney stages with hazzards spare brinstar I think?
 

Amazing Ampharos

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The cars are actually going through the race track. This is true on Big Blue as well I believe.

Of course, the cars may do better or worse in the race depending on chance, though controlled chance. In reality very few (no?) harzards are "completely random". Most of them have some random aspects but operate within controlled bounds.

A few others are 100% non-random, such as the klaptrap on Jungle Japes.
 

The_Jiggernaut

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everything is random. like all of the other tourney stages with hazzards spare brinstar I think?
So the transformations themselves are in a random order?

The cars are actually going through the race track. This is true on Big Blue as well I believe.

Of course, the cars may do better or worse in the race depending on chance, though controlled chance. In reality very few (no?) harzards are "completely random". Most of them have some random aspects but operate within controlled bounds.

A few others are 100% non-random, such as the klaptrap on Jungle Japes.
Alright, thanks. This is good to know. Also, I agree that usually hazards aren't random per say. Even if you consider the computer checking the millisecond as random (it isn't), I don't think any of Brawl's hazards are random.
 

sunshade

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It really does not matter if something is random or not so long as you have a reasonable amount of time to respond to the hazard.

On port town since the times of the cars is set due to the pattern then time you have to respond is the entire match. If thats to small a window for someone to respond to the cars then they deserve to get hit by them.
 

BSP

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Is that sarcasm? ._.

Honestly, I'm going to stop using the term over-centralizing. It's becoming one of those terms that people throw around without really knowing what it means.

Anyways, Mario Bros. is an awesome stage. I was talking with AA yesterday about how I think a 10-stock 1v1 on this stage would definitely yield consistent results. It's not Brawl... it's a different game, but it could actually be competitive.
LOL half of the community is going to flame you when you present that idea, but if you think it's good, go for it.

And for PTAD, the cars really arent that much of a problem. You really have to be in your own little world to get hit by them.
 

BRoomer
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So the transformations themselves are in a random order?



Alright, thanks. This is good to know. Also, I agree that usually hazards aren't random per say. Even if you consider the computer checking the millisecond as random (it isn't), I don't think any of Brawl's hazards are random.
The order isn't random but when the stage stops is.
 

UberMario

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If the two opponents are both about a quarter-of-the-way into the track, you'll be able to see the cars coming (the closer you two are to each other, the more time the cars will be visible before they arrive because the camera will actually tilt down to let you see "ahead"), while it's difficult to see them when you're both on the edges of the stage (of course if camping is not involved this will be rare), such as in this picture, theb players are in the safe zones anyway so at worst you can just roll/jump to the curb if you're too close to the road. Even with this blind spot you still have a second to jump in time so it's not as if you get no warning.

Proof:
http://www.youtube.com/watch?v=smiMGjm32VU&feature=related&fmt=18&#t=1m34s (I've searched for about an hour and I couldn't find a video where both players were on the opposite sides of the stage, sorry)



You'll easily be able to see them coming from the left, and they bounce on the track twice before they get to you. You probably won't see them during the first bounce, HOWEVER, they stick out like sore thumbs when they finally are in the turn you stand on, giving you roughly two seconds to avoid them, though it should not be an issue spotting them in time.

Proof:
http://www.youtube.com/watch?v=Gb9P69YX-vM&#t=0m10s
http://www.youtube.com/watch?v=i4B6pWbYieU&fmt=18&#t=0m10s
http://www.youtube.com/watch?v=U7JJz0h1Uik&fmt=18&#t=1m17s
http://www.youtube.com/watch?v=iVrzWJxNffc&fmt=18&#t=1m18s
http://www.youtube.com/watch?v=XQ1QcLK470A&#t=1m50s (with a texture hack that makes them easier to see, you'll almost never see them this early in advance, so only start counting when the lead car makes the last jump)
http://www.youtube.com/watch?v=XSRE2AEREjg&feature=related&fmt=18&#t=0m55s (Please note that Mr. Game & Watch was killed by the car AND the sliding crate, not just the former)



This is EXTREMELY easy to predict when the cars will come, you'll see them in the s-bend (the turn just to the right of the red things) in the background about five-to-six seconds prior to their arrival on the stage. ALSO, you get a second chance to time it, you see the jump to the left edge of the screen? The cars go over that TWO seconds in advance, so if you think you missed them in the first loop, try to either just stay along the curb or get the camera to reveal that piece of track to the left.

Proof:
http://www.youtube.com/watch?v=iVrzWJxNffc&fmt=18&#t=0m30s
http://www.youtube.com/watch?v=NATjWqoqq3M&feature=related&fmt=18&#t=0m40s
http://www.youtube.com/watch?v=KvZZQt_oE3s&fmt=18&#t=1m03s
http://www.youtube.com/watch?v=XQ1QcLK470A&#t=0m30s (this one has a texture hack [the same one shown earlier] which makes the cars REALLY easy to see if you're having trouble seeing them in the videos above)



Definitely easy, you have four-to-six seconds to avoid them depending on whether YOU first see them while they fly off the ramp near the top or are going down the "stairsteps".

Proof:
http://www.youtube.com/watch?v=i4B6pWbYieU&fmt=18&#t=1m7s
http://www.youtube.com/watch?v=Gb9P69YX-vM&#t=1m0s
http://www.youtube.com/watch?v=XSRE2AEREjg&feature=related&fmt=18&#t=1m59s


I originally thought you could only rely on sound, HOWEVER, I was wrong, The first three cars CAN NOT hit you, giving you two FULL seconds warning to get to the top platform AFTER the first car flies by, don't believe me?

Three videos for proof:
http://www.youtube.com/watch?v=NATjWqoqq3M&feature=related&fmt=18&#t=1m34s
http://www.youtube.com/watch?v=KmgDUJzwL38&fmt=18&#t=0m33s
http://www.youtube.com/watch?v=SDZgFJkvolQ&feature=related&fmt=18&#t=1m3s



No cars.

I think this should be more than enough to prove that Port Town is a very legitimate counterpick choice.
 

Dark 3nergy

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nice work here uber mario, however i think the biggest complaint about this stage is lack of grabbable edges on the moving platform. That n the walls/walk offs make some characters alot more scary

have you looked into how the blast zones work on this stage?
 

BSP

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UberMario you should also note that you can a fresh shield can take IIRC two hits from the cars without breaking. Just something else to note.

Tested my own question. If you don't DI the road, it's going to send you straight upwards, but you can DI left and right.

On the transformation with the vertical wall to the left:

If you put up your shield as soon as the third of the first three cars pass (with no hitboxes), you will shield all of the hits except one. Your shield will break on the third hit, and the last car will hit you when you're falling back down.
 

UberMario

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nice work here uber mario, however i think the biggest complaint about this stage is lack of grabbable edges on the moving platform. That n the walls/walk offs make some characters alot more scary

have you looked into how the blast zones work on this stage?
I might go into that, I haven't tested it, but it seems that the ceiling gets higher when the stage stops. (especially on the part with the stairs) I'm not sure if the side killzones change size aswell, but it's a possibility.

UberMario you should also note that you can a fresh shield can take IIRC two hits from the cars without breaking. Just something else to note.

Tested my own question. If you don't DI the road, it's going to send you straight upwards, but you can DI left and right.

On the transformation with the vertical wall to the left:

If you put up your shield as soon as the third of the first three cars pass (with no hitboxes), you will shield all of the hits except one. Your shield will break on the third hit, and the last car will hit you when you're falling back down.
Interesting, good work. I didn't know about the "two cars = broken shield" thing, but I actually found out the last part the hard way one match. lol
 

Dark 3nergy

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thats the dumbest thing ive seen about port town is when the race track isnt physically on your screen i usually assume the blast zone is down there....
 

BRoomer
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I think the kill zones are constantly changing on this stage kind of like defino... I'd love to CP this stage with jiggs... of the rest shenanigans i could pull off....
 
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